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Sculpting in ZBrush Made Simple

You're reading from   Sculpting in ZBrush Made Simple Explore powerful modeling and character creation techniques used for VFX, games, and 3D printing

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Product type Paperback
Published in Mar 2024
Publisher Packt
ISBN-13 9781803235769
Length 508 pages
Edition 1st Edition
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Author (1):
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Lukas Kutschera Lukas Kutschera
Author Profile Icon Lukas Kutschera
Lukas Kutschera
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Table of Contents (19) Chapters Close

Preface 1. Part 1: The Adventure Begins: Sculpting in ZBrush
2. Chapter 1: Getting Started with ZBrush FREE CHAPTER 3. Chapter 2: Sculpting a Demon Bust with DynaMesh 4. Chapter 3: Exploring the Gizmo, PolyGroups, and Masking 5. Chapter 4: Exploring Brushes and Alphas 6. Chapter 5: Creating an Optimized Mesh Using ZRemesher and ZProject 7. Chapter 6: Texturing Your Sculpture with Materials, Polypaint, and UVs 8. Chapter 7: Lighting and Rendering Your Model 9. Part 2: Creating Characters from Scratch: A Comprehensive Guide
10. Chapter 8: Sculpting Human Anatomy 11. Chapter 9: Creating Costumes, Armor, and Accessories with Classic Modeling Techniques 12. Chapter 10: Preparing and Exporting Our Model for 3D Printing 13. Part 3: Sculpting a Female Head: Tips and Techniques
14. Chapter 11: Sculpting a Female Head 15. Chapter 12: Adding Skin Detail, Sculpting Hair, and Using FiberMesh 16. Chapter 13: Building a Portfolio and Leveraging Social Media 17. Index 18. Other Books You May Enjoy

Creating watertight models and troubleshooting errors

When you prepare 3D models for printing, the first thing to do is reduce their polycount by decimating them. Then, you need to ensure that your model has the proper topology and is watertight, giving it a volume. Errors and inconsistencies in the topology, such as non-manifold geometry or overlapping parts, will not be translated properly, leading to faulty or failed printing. In this section, you will learn how to prepare your model accordingly.

Using Decimation Master to reduce your meshes’ polycount

If you have highly detailed models with a high polycount, decimating them allows you to significantly reduce their polycount while still keeping their details. This is done through a topology with varying densities of polygons based on where the detail is – so, the polycount is low in smooth areas while it has a higher poly density in highly detailed areas, capturing the detail there. You can see what the decimation...

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